Computer modeling/animation and math

d1abolic

Banned
Sep 21, 2001
2,228
1
0
Could someone please tell me if math is used for computer modeling or computer animation? Would be great to hear it from someone who actually has experience in those fields.
 

Sigurd

Member
Aug 20, 2001
125
0
0
Mathematical equations govern the animation and rendering of objects. Linear algebra is needed to determine the projection, rotation, and translation of objects in a 3D world, and knowledge of physics/kinematics is needed for half-decent animation. Math is needed for any prestigious technical job (i.e. one where you don't wear a name tag or need only an ITT tech education to get).
 

DesignDawg

Diamond Member
Oct 9, 1999
3,919
0
0
Uhhhh.... NO?

Blah blah blah. A little of that is true, but most of it was guessing. The answer is this: To model, absolutely not. No math whatsoever required. Of course, a math background couldn't hurt, as you do work in mathematical units in 3D space. --But there is no need to ever solve any equations or calculus or anything to model. Same goes for animation or effects or anything, TO A POINT. Now, a math background is NOT the only key to getting a job "where you don't wear a name tag or need only an ITT tech education to get." That's ridiculous. However, many places, Pixar in particular, and to a lesser extent, ILM, do require some programming experience or at least a very firm familiarity with scripting. --And, often times, the programming you would be doing is of a mathematical nature. After all, you're dealing with moving objects units and degrees over time, sometimes based on physical forces, and a math background becomes EXTREMELY important. --Again, though, this is only for some jobs. The reason they want you to be familiar and experienced with programming/scripting is because most 3D apps are written with an open architecture, where they have their own language (MEL - Maya Embedded Language- for Maya, for example) that will allow you to script any attribute of any object or force rather than keyframe animate it. Also, many companies (usually much larger ones) write their own plugins using the software's SDK (the wave plugins used by ILM for The Perfect Storm, for example, were written by them for their use in Maya). If you start thinking about complex natural effects like that, then of course you're talking about pretty advanced algorithms and some pretty intense progamming. --But that is DEFINITELY not your average job in CG.
My advice: Don't worry too much about math. Focus on being AN ARTIST. It's much more important for you to be an artist than it is to be a mathematician. Take Pixar for example again. Yes, they want their people to have programming skill....but you know what their first requirement is? They like to hire people with an MFA. Master of Fine Arts. Of course, they want these people to also have programming skills, but considering the average length of a BFA is 5+ years, and the average length of an MFA is 3 years, you have PLENTY of time in school to get that experience.
They've always said.... They can train you to be proficient in any software. But they can't train you to be an artist. --So they look for artists. Drawing, painting, photography, sculpture.....all these things are much more valuable to a 3D animator/modeller than math.

Ricky
DesignDawg
3D animator/Technical Director
Instructor, undergaduate 3D animation
MFA candidate
 
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